#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require


layout(location=0) in vec4 vColor;
layout(location=2) in float DepthScale;
layout(location=3) in float Transparency;



layout(location=0) out vec4 outColor;

#include "../../../../core/shader_std.h" 
#include "../../../../core/shader_mesh.h" 



void main(void){
	//outColor = vColor;
	outColor = vColor;
	//outColor = vec4(1,0,0,1);
	//outColor.a = min(1.0, (1.0 - gl_FragCoord.z) * 10000);
	//outColor.a = min(outColor.a, (1.0 - gl_FragCoord.z) * 200000) * Transparency;

	//gl_FragDepth = (1-gl_FragDepth) * DepthScale;
	gl_FragDepth = gl_FragCoord.z * DepthScale;
}



